;
;   CIVILIZATION GAME DATA
;   Copyright (c) 1995 by MicroProse Software
;
;   This file can be altered at your own risk to change
;   the rules of the game.  Keep in mind that altering the
;   contents of this file may cause your game to malfunction,
;   particularly if you use values outside the specified
;   ranges.
;

;
;   Cosmic Principles
;
;   The following numbers control various key rules
;   of the game.  GREAT discretion is advised if you
;   opt to change these.  Values too far out of the
;   expected range can cause the game to behave strangely.
;
@COSMIC
3       ; Road movement multiplier
2       ; 1 in x chance Trireme lost (mod. by Seafaring, Navigation)
2       ; # of food each citizen eats per turn
10      ; # of rows in food box (rows * city_size+1 = box)
10      ; # of rows in shield box
2       ; Settlers eat (govt <= Monarchy)
2       ; Settlers eat (govt >= Communism)
7       ; City size for first unhappiness at Chieftain level
14      ; Riot factor based on # cities (higher factor lessens the effect)
8       ; Aqueduct needed to exceed this size
12      ; Sewer System needed to exceed this size
10      ; Tech paradigm (higher # slows research)
20      ; Base time for engineers to transform terrain (x2)
3       ; Monarchy  pays support for all units past this
3       ; Communism pays support for all units past this
8       ; Fundamentalism pays support for all units past this
1       ; Communism is equivalent of this palace distance.
50      ; Fundamentalism loses this % of science
50      ; Percent shield penalty for production type change
10      ; Max paradrop range
75      ; Mass/Thrust paradigm (increasing slows spaceship time)
5       ; Max effective science rate in fundamentalism (x10, so 5 = 50%)

;
;   Civilization Advances
;
;   Ai Value, Civilized Modifier, Preq1, Preq2, Epoch, Category
;
;     Ai Value = Basic value at which computer players
;                view this advance (used in determining
;                which discovery to pursue, which to
;                acquire during exchanges, and value of
;                gift during diplomacy).
;     Modifier = Modifier to value based on the "civilized"
;                aspect of a leader's personality.  Positive
;                values increase value for civilized leaders,
;                decrease it for militaristic.  Negative
;                values vice versa.
;     preq1, preq2 = Prerequisites
;
;     Epoch = historical period
;             0 = Ancient
;             1 = Renaissance
;             2 = Industrial Revolution
;             3 = Modern
;
;     Category = Knowledge category
;             0 = Military
;             1 = Economic
;             2 = Social
;             3 = Academic
;             4 = Applied
;
@CIVILIZE
Siege Technology,   4,-2,  nil, Mat, 0, 4    ; AFl
Alphabet,           5, 1,  nil, nil, 0, 3    ; Alp
War Horse,          3,-2,  Cmp, Pla, 3, 0    ; Amp
Wind Power,         4, 1,  Cst, Mat, 1, 3    ; Ast
Water Power,        4,-1,  Ast, Mat, 2, 3    ; Ato
Monastic Orders,    6,-1,  no,  no,  3, 4    ; Aut
Usury,              4, 1,  Tra, Fli, 1, 1    ; Ban
Bridge Building,    4, 0,  Iro, Cst, 0, 4    ; Bri
Bronze Working,     6,-1,  nil, nil, 0, 4    ; Bro
Ceremonial Burial,  5, 0,  nil, nil, 0, 2    ; Cer
City Defence,       5,-1,  U1,  CA,  0, 0    ; Che
Chivalry,           4,-2,  Pla, Ldr, 1, 0    ; Chi
Written Lawcode,    4, 1,  Alp, nil, 0, 2    ; CoL
Pulleys,            5,-1,  Chi, AFl, 1, 4    ; CA 
Vernacular Lit.,    5,-1,  Cmn, Exp, 2, 2    ; Cmb
Religious Writing,  5, 0,  Mon, Fli, 2, 2    ; Cmn
Plate Armour,       4, 1,  Too, nil, 1, 0    ; Cmp
Chainmail,          7,-1,  nil, nil, 1, 0    ; Csc
Construction,       4, 0,  Mas, Cur, 0, 4    ; Cst
Moneylending,       4, 0,  Ban, Tra, 2, 1    ; Cor
Currency,           4, 1,  Bro, nil, 0, 1    ; Cur
Parliamentary Gov't,5, 1,  Mon, Inv, 2, 2    ; Dem
Urbanisation,       4, 1,  Uni, Ban, 2, 1    ; Eco
Vaulted Arch,       4, 0,  Fli, Cst, 1, 4    ; E1 
Rounded Arch,       4, 1,  no,  no,  1, 4    ; E2 
Architecture,       4, 0,  Whe, Cst, 0, 4    ; Eng
International Fairs,3, 1,  Tra, Nav, 0, 2    ; Env
Episcopal Structure,2,-1,  Fli, Mon, 3, 0    ; Esp
Religious Orders,   5, 0,  Phi, Fli, 2, 4    ; Exp
Feudalism,          4,-1,  nil, Plu, 0, 0    ; Feu
Organised Religion, 4,-1,  Fun, nil, 1, 4    ; Fli
Religion,           3,-2,  nil, MT,  2, 2    ; Fun
Blast Furnace,      3, 0,  Gen, Min, 1, 0    ; FP 
Smelting,           3, 2,  Chi, AFl, 1, 0    ; Gen
Outlawry,           4, 1,  Mon, no,  3, 0    ; Gue
Gunpowder,          8,-2,  Inv, CA,  1, 0    ; Gun
Horseback Riding,   4,-1,  nil, nil, 0, 0    ; Hor
Industrialization,  6, 0,  no,  no,  0, 2    ; Ind
Early Renaissance,  6, 0,  Fli, Phi, 1, 4    ; Inv
Iron Working,       5,-1,  Bro, War, 0, 4    ; Iro
Religious Tolerance,4,-1,  Fli, Phi, 3, 2    ; Lab
Standing Armies,    4, 0,  no,  no,  3, 3    ; Las
Templar Order,      5,-1,  Fli, Csc, 1, 0    ; Ldr
Book Production,    5, 2,  Wri, Cmn, 0, 3    ; Lit
Cast Iron,          4,-2,  FP,  nil, 1, 0    ; Too
Clinker-Built Ships,4,-1,  Feu, Nav, 1, 4    ; Mag
Map Making,         6,-1,  Alp, nil, 0, 1    ; Map
Masonry,            4, 1,  nil, nil, 0, 4    ; Mas
War Guns,           5, 0,  Gun, no,  1, 0    ; MP 
Mathematics,        4,-1,  Alp, Mas, 0, 3    ; Mat
Alchemy,            4, 0,  Phi, Tra, 0, 2    ; Med
Forge Casting,      6,-2,  no,  Rad, 1, 0    ; Met
Spread of Ideas,    4, 1,  Uni, Phi, 3, 4    ; Min
Diplomacy,          8,-1,  nil, nil, 0, 2    ; Mob
Monarchy,           5, 1,  Mys, CoL, 0, 2    ; Mon
Monotheism,         5, 1,  nil, Cer, 1, 2    ; MT 
Kingship,           4, 0,  Cer, nil, 0, 2    ; Mys
Navigation,         6,-1,  Sea, Map, 1, 1    ; Nav
The Longbow,        6,-2,  nil, U3,  1, 0    ; NF 
Nuclear Power,      3, 0,  no,  no,  3, 3    ; NP 
Catholic Philosophy,6, 1,  Fli, nil, 1, 2    ; Phi
Physics,            4,-1,  no,  no,  1, 3    ; Phy
Royal Mints,        4, 1,  Plu, Tra, 3, 4    ; Pla
Administration,     4, 0,  Mon, Fli, 1, 4    ; Plu
Tax Collection,     4, 0,  Pla, Plu, 0, 2    ; PT 
Pottery,            4, 1,  nil, nil, 0, 1    ; Pot
The Smithy,         5,-1,  nil, Iro, 3, 4    ; Rad
Railroad,           6, 0,  no,  no,  2, 1    ; RR 
Recycling,          2, 1,  no,  no,  3, 2    ; Rec
Brewing,            4, 0,  Tra, Tac, 0, 2    ; Ref
Refrigeration,      3, 1,  no,  no,  3, 1    ; Rfg
The Republic,       5, 1,  no,  no,  0, 2    ; Rep
Shipbuilding,       5,-2,  no,  Cst, 0, 0    ; Rob
Rocketry,           6,-2,  no,  no,  3, 0    ; Roc
Sewers,             4, 2,  Cst, Eng, 2, 4    ; San
Seafaring,          4, 1,  Map, Pot, 0, 1    ; Sea
Space Flight,       4, 1,  no,  no,  3, 3    ; SFl
Stealth,            3,-2,  no,  no,  3, 0    ; Sth
Breton Tech,        4,-1,  no,  no,  0, 0    ; SE 
Steel,              4,-1,  no,  no,  2, 4    ; Stl
Celtic Tech,        4, 1,  no,  no,  0, 0    ; Sup
Agriculture,        6,-1,  nil, nil, 0, 2    ; Tac
Theology,           3, 2,  no,  no,  1, 2    ; The
Retainers,          4, 0,  no,  no,  0, 0    ; ToG
Trade,              4, 2,  Cur, CoL, 0, 1    ; Tra
University,         5, 1,  Mat, Phi, 1, 3    ; Uni
Warrior Code,       4,-1,  nil, nil, 0, 0    ; War
The Wheel,          4,-1,  Hor, nil, 0, 4    ; Whe
Writing,            4, 2,  Alp, nil, 0, 3    ; Wri
Future Technology,  1, 0,  Amp, Inv, 3, 3    ; FT 
Missile Technology, 3, 0,  Chi, Mat, 0, 0    ; U1 
Ducal Tech,         3, 0,  no,  no,  0, 0    ; U2 
Archery,            3, 0,  War, nil, 0, 0    ; U3 
Irish Tech,         3, 0,  no,  no,  0, 0    ; X1 
Scottish Tech,      3, 0,  no,  no,  0, 2    ; X2 
English Tech,       3, 0,  no,  no,  0, 0    ; X3 
French Tech,        3, 0,  no,  no,  0, 0    ; X4 
Feudal Tech,        3, 0,  U3,  Feu, 0, 0    ; X5 
Welsh Tech,         3, 0,  no,  no,  0, 0    ; X6 
Breton Tech,        3, 0,  no,  no,  0, 0    ; X7 

;
; Above 11 tech slots (U1 to X8) allow you to define your own 
; civilization advances if desired.  Supply the name, the AI 
; value, and the prerequisites.
;
; Then use the "U1", "U2", etc. 
; identifier to incorporate it into the tech chain as a
; prerequisite for other techs, units, city improvements.
;

;
;  City Improvements
;
;   cost(x10), upkeep, preq
;
@IMPROVE
Nothing,                   1, 0,    nil,
Royal Castle,             10, 0,    Mas,
Barracks,                  4, 1,    nil,
Barn,                      6, 1,    Pot,
Church,                    4, 1,    Cer,
Market,                    8, 1,    Cur,
Library,                   8, 1,    Wri,
Law Court,                 8, 1,    CoL,
City Walls,                8, 0,    Mas,
Well,                      8, 2,    Cst,
Counting House,           12, 3,    Ban,
Cathedral,                 9, 2,    MT, 
University,               20, 3,    Uni,
Mass Transit,             16, 4,    no, 
Bear Pit,                 10, 4,    Cst,
Smithy,                   15, 3,    Gen,
Foundry,                  32, 6,    no, 
SDI Defense,              20, 4,    no, 
Recycling Center,         20, 2,    no, 
Power Plant,              16, 4,    no, 
Water Mill,               24, 4,    no, 
Nuclear Plant,            16, 2,    no, 
Royal Mint,               16, 4,    Pla,
Sewer System,             12, 2,    San,
Supermarket,               8, 3,    no, 
Superhighways,            20, 5,    no, 
Monastic Scriptorium,     16, 3,    E1, 
SAM Missile Battery,      10, 2,    no, 
Coastal Fortress,          8, 1,    no, 
Solar Plant,              32, 4,    no, 
Fishing Fleet,             6, 1,    Sea,
Wharf,                    16, 3,    Amp,
Airport,                  16, 3,    no, 
Tavern,                    6, 2,    Ref,
Dock,                      8, 3,    no, 
SS Structural,             8, 0,    no, 
SS Component,             16, 0,    no, 
SS Module,                32, 0,    no, 
(Poll Tax),               60, 0,    PT, 
Mass Servile Labour,      20, 0,    Tac,
The Tower,                20, 0,    CA, 
Great Fair,               20, 0,    Env,
Boatbuilding Excellence,  20, 0,    Nav,
Great Scriptorium,        30, 0,    Lit,
The Holy Chapel,          30, 0,    E1, 
Concentric Castles,       30, 0,    Mat,
Training Camps,           30, 0,    Gen,
Pilgrimage Tithe,         30, 0,    Phi,
Feudal Overkingship,      20, 0,    Cmb,
Holy Sepulchre,           40, 0,    E1, 
Distant Trade,            30, 0,    Ldr,
Great Shipyards,          40, 0,    Mag,
Great Abbey,              30, 0,    Med,
The Great University,     40, 0,    Inv,
The Temple,               40, 0,    Dem,
Isaac Newton's College,   40, 0,    no, 
The Forge,                40, 0,    Eco,
Darwin's Voyage,          40, 0,    no, 
The Great Council,        40, 0,    Dem,
Eiffel Tower,             30, 0,    no, 
Women's Suffrage,         60, 0,    no, 
Hoover Dam,               60, 0,    no, 
Manhattan Project,        60, 0,    no, 
United Nations,           60, 0,    no, 
Apollo Program,           60, 0,    no, 
SETI Program,             60, 0,    no, 
Cure for Cancer,          60, 0,    no, 

;
; Expiration advancements for Wonders of the World
;
@ENDWONDER
nil,        ; Mass Servile Labour
nil,        ; The Tower
nil,        ; Great Fair
nil,        ; Boatbuilding Excellence
nil,        ; Great Scriptorium
nil,        ; The Holy Chapel
NF,         ; Concentric Castles
nil,        ; Training Camps
nil,        ; Pilgrimage Tithe
nil,        ; Feudal Overkingship
nil,        ; Holy Sepulchre
nil,        ; Distant Trade
nil,        ; Great Shipyards
nil,        ; Great Abbey
nil,        ; The Great University
nil,        ; The Temple
nil,        ; Isaac Newton's College
nil,        ; The Forge
nil,        ; Darwin's Voyage
nil,        ; The Great Council
nil,        ; Eiffel Tower
nil,        ; Women's Suffrage
nil,        ; Hoover Dam
nil,        ; Manhattan Project
nil,        ; United Nations
nil,        ; Apollo Program
nil,        ; SETI Program
nil,        ; Cure for Cancer


;
;    Unit Types
;
; until, domain,  move,rng,  att,def  hit,firepwr  cost,hold,  role, preq,  flags
;
; until       = Civ advance which renders unit obsolete
; Move        = Movement rate (spaces per turn)
; Range       = # of turns fuel carried (0 for non-air units)
;
; domain      = Movement domain of unit
:               0 = Ground
;               1 = Air
;               2 = Sea
;
; att         = Attack factor (chance to score hit attacking)
; def         = Defense factor (chance to score hit defending)
; hit         = Hit points (damage x10 which can be taken before elimination)
; firepwr     = # damage points caused per hit scored on enemy.
;
; cost        = Cost (# of shield rows, usually of 10 shields each)
; hold        = # of holds on ship (for carrying units)
;
; role        = AI role (Generally affects the way in
;               which computer players use the unit, but
;               roles >= 5 will actually affect abilities
;               of the unit)
;               0 = Attack
;               1 = Defend
;               2 = Naval Superiority
;               3 = Air Superiority
;               4 = Sea Transport
;               5 = Settle
;               6 = Diplomacy
;               7 = Trade
;
; preq        = Prerequisite advance
;
; "Flags" control special advantages & restrictions.  Not
; all of these flags "make sense" for all types of units
; (paradropping ships, for instance).  Nonsensical variations
; may produce bizarre effects (or worse).  You were warned.
;
;   000000000000001 = Two space visibility
;   000000000000010 = Ignore zones of control
;   000000000000100 = Can make amphibious assaults
;   000000000001000 = Submarine advantages/disadvantages
;   000000000010000 = Can attack air units (fighter)
;   000000000100000 = Ship must stay near land (trireme)
;   000000001000000 = Negates city walls (howitzer)
;   000000010000000 = Can carry air units (carrier)
;   000000100000000 = Can make paradrops
;   000001000000000 = Alpine (treats all squares as road)
;   000010000000000 = x2 on defense versus horse (pikemen)
;   000100000000000 = Free support for fundamentalism (fanatics)
;   001000000000000 = Destroyed after attacking (missiles)
;   010000000000000 = x2 on defense versus air (AEGIS)
;   100000000000000 = Unit can spot submarines
;
;
@UNITS
Peasant,      nil, 0,  2.,0,  0a,1d,  2h,1f,  9,0,  5, nil, 000000000000000
Cistercians,  nil, 0,  2.,0,  0a,2d,  2h,1f,  9,0,  5, no,  000000000000000
Warrior,      X5,  0,  1.,0,  3a,2d,  1h,1f,  3,0,  1, Sup, 000000000000000
Crossbowmen,  nil, 0,  1.,0,  4a,3d,  1h,2f,  4,0,  1, U1,  000000000000001
Archers,      U1,  0,  1.,0,  3a,2d,  1h,1f,  3,0,  1, U3,  000000000000001
Footsoldiers, Cmp, 0,  1.,0,  4a,2d,  1h,1f,  4,0,  1, X5,  000000000000000
Feudal Cav,   Cmp, 0,  2.,0,  6a,2d,  1h,1f,  5,0,  0, X5,  000000000000000
Footknight,   nil, 0,  1.,0,  7a,2d,  1h,1f,  6,0,  0, X5,  000010000000001
Castle,       no,  0,  0.,0,  0a,5d,  4h,1f, 12,0,  1, no,  000000000000000
Outlaw,       nil, 0,  1.,0,  5a,3d,  2h,1f,  5,0,  1, Gue, 000001000000010
Heavy Knight, Cmp, 0,  2.,0,  7a,2d,  1h,1f,  6,0,  0, Chi, 000000000000000
glach,       Amp, 0,  1.,0,  6a,2d,  1h,1f,  4,0,  0, X1,  000001000000000
Horseman,     X5,  0,  2.,0,  6a,2d,  1h,1f,  5,0,  0, Sup, 000000000000000
Highlander,   nil, 0,  1.,0,  6a,2d,  1h,1f,  4,0,  0, X2,  000011000000000
Barded Knight,nil, 0,  2.,0, 10a,2d,  2h,1f,  8,0,  0, Amp, 010000000000000
Moraer,       nil, 0,  1.,0,  6a,2d,  1h,1f,  5,0,  0, X7,  000010000000100
Barbarian lead,MT,  0,  1.,0,  7a,2d,  1h,1f,  5,0,  0, nil, 000000000000000
War Gun,      nil, 0,  1.,0,  8a,3d,  2h,3f,  8,0,  0, MP,  000010001000000
Longship,     nil, 2, 12.,0,  3a,2d,  1h,1f,  4,3,  2, no,  000000000000000
Barbarian Cav,Alp, 0,  2.,0,  7a,2d,  1h,1f,  1,0,  0, nil, 000000000000000
Viking Leader,no,  0,  1.,0,  7a,2d,  1h,1f,  7,0,  0, no,  000010000000000
Viking,       no,  0,  1.,0,  6a,1d,  1h,1f,  6,0,  0, no,  000010000000000
Trebuchet,    no,  0,  2.,0,  7a,2d,  1h,1f,  7,0,  0, no,  000010000000000
Onager,       Gun, 0,  1.,0,  7a,1d,  1h,1f,  5,0,  0, AFl, 000000001000000
Battering Ram,nil, 0,  1.,0,  7a,3d,  2h,1f,  8,0,  0, U1,  000000001000000
Early Cannon, nil, 0,  1.,0,  7a,1d,  2h,2f,  7,0,  0, Gun, 000000001000000
Pikeman,      Too, 0,  1.,0,  4a,3d,  1h,1f,  4,0,  1, Gen, 000010000000000
English Archer,no,  0,  2.,1,  6a,2d,  1h,1f,  6,0,  0, no,  000000000000001
Breton Knight,Amp, 0,  2.,2,  7a,2d,  1h,1f,  6,0,  0, X7,  000000000000000
Hauberkman,   nil, 0,  1.,0,  5a,4d,  1h,1f,  4,0,  1, Too, 000010000000000
Mont St Michel,nil, 2,  0.,1,  0a,4d,  2h,2f,  8,0,  1, no,  000000000000000
Warship,      nil, 2, 15.,2,  3a,2d,  1h,1f,  5,2,  2, Mag, 000000000000000
Coastal Ship, Nav, 2, 12.,0,  1a,1d,  1h,1f,  4,4,  4, Map, 000000000100000
Ocean Ship,   nil, 2, 17.,0,  2a,1d,  1h,1f,  5,5,  4, Nav, 000000000000000
Trading Ship, no,  2, 42.,0,  2a,2d,  1h,1f,  5,2,  2, no,  000000000000001
Swordsman,    no,  0,  1.,0,  5a,3d,  1h,1f,  4,2,  1, no,  000010000000000
Scout,        Amp, 0,  2.,0,  7a,2d,  1h,1f,  5,0,  0, Gen, 000000000000001
Warhorse,     no,  0,  2.,0, 10a,2d,  2h,1f,  8,0,  0, no,  000000000000000
Spearman,     nil, 0,  1.,1,  4a,3d,  1h,1f,  4,0,  1, Chi, 000000000000000
Catapult shot,nil, 1,  3.,1,  6a,0d,  1h,2f,  5,0,  0, Che, 001000000000000
Axeman,       nil, 0,  1.,0,  6a,3d,  2h,1f,  5,0,  1, Cmp, 000010000000000
Plated Knight,nil, 0,  2.,0,  9a,2d,  2h,1f,  7,0,  0, Cmp, 000000000000000
Greatsword,   nil, 0,  1.,0,  8a,2d,  2h,1f,  7,0,  0, Cmp, 000010000000001
Emissary,     nil, 0,  2.,0,  0a,0d,  1h,1f,  7,8,  6, no,  000000000000010
Warlord,      Cmp, 0,  1.,1,  7a,2d,  1h,1f,  5,0,  0, Sup, 000011000000001
Nuclear Msl., nil, 1, 16.,1, 99a,0d,  1h,1f, 16,0,  0, Roc, 001000000000000
Friar,        nil, 0,  2.,0,  0a,0d,  1h,1f, 11,0,  6, X5,  000000000000010
Bishop,       nil, 0,  3.,0,  0a,0d,  1h,1f, 15,0,  6, no,  000000000000011
Merchant,     nil, 0,  2.,0,  0a,1d,  1h,1f,  5,0,  7, Tra, 000000000000010
Jewish Trader,nil, 0,  4.,0,  0a,1d,  1h,1f,  5,0,  7, Ban, 000000000000010
Explorer,     nil, 0,  3.,0,  0a,1d,  1h,1f,  3,0,  0, Sea, 000001000000010
Fort,         nil, 0,  0.,0,  0a,3d,  3h,1f,  8,0,  1, no,  000000000000000
Trebuchet,    nil, 0,  1.,0, 10a,2d,  1h,1f,  8,1,  0, CA,  000000001000000
Rhyfelwr,     Amp, 0,  1.,4,  6a,2d,  1h,1f,  4,0,  0, X6,  000011000000001
English Knight,Cmp, 0,  2.,0,  7a,2d,  1h,1f,  6,0,  0, X3,  000000000000000
French Knight,nil, 0,  2.,0,  7a,2d,  1h,1f,  6,0,  0, X4,  000000000000000
Arquebusier,  nil, 0,  1.,0,  4a,3d,  2h,2f,  5,0,  1, Gun, 000000000000000
Scots Knight, nil, 0,  2.,0,  7a,2d,  1h,1f,  6,0,  0, X2,  000000000000000
Ducal Knight, nil, 0,  2.,0,  7a,2d,  1h,1f,  6,0,  0, U2,  000000000000000
Knight,       no,  0,  1.,0,  7a,2d,  1h,1f,  3,0,  0, no,  000000000000000
Pikeman,      no,  0,  2.,0,  6a,2d,  1h,1f,  6,0,  0, no,  000000000000000
Longbowman,   nil, 0,  1.,0,  5a,3d,  1h,1f,  5,0,  1, NF,  000000000000001

;
; Note: the above 11 unit types (extra land, ship, air, and test units) are 
; available for user defined unit types.  If these units are given prerequisites
; other than "no" they will appear in the game when the specified
; technology is reached.  Use if you want to create your own unit types
; without sacrificing any of the predefined units.  Be sure to define
; the "role" field accurately, so that the computer will understand how
; to make use of the new units in its own civilizations.
;
; There is no requirement that the extra units be used to
; create exactly one of each type; you could create three
; ground units.  But the icons provided are for one of each.
; The 11 extra unit types have default icons provided by the game.
; To actually change the icons is a somewhat more difficult
; task.  The icons are stored in "UNITS.GIF".
;
; Sound effects for these 11 units may be added by providing
; CUSTOM1.WAV, CUSTOM2.WAV, and CUSTOM3.WAV for the extra units and
: Extra1.wav through extra8.wav for the 8 test units.  These should be
; 8-bit, mono, and sampled at 22050hz.
;
; Ideas:
;
; Hovercraft,   nil, 2,  8.,0,  0a,1d,  2h,2f,  7,1,  4, MP,  000000000000000
;


;
;  Terrain
;
;  Movecost, defense,   food, shields, trade,
;        . . .  Irrigate, bonus, #turns, ai-irrigate,
;        . . .  Mine,     bonus, #turns, ai-mine
;        . . .  Transform
;
;   defense = multiply by 50% to get % of normal combat factor defended at.
;       (so 3 x 50% = 150%, meaning a strength 2 unit defends at 3).
;
;  Irrigate/Mine = yes, no, or type of terrain changed to
;  Transform     = Terrain type engineers can transform to
;
;  bonus = # extra production from that change
;
;  turns = # turns for settler to make change
;
;  ai    = Minimum govt level necessary for
;          computer player to want to perform irrigate/mine
;        0 Never
;        1 Despotism
;        2 Monarchy
;        3 Communism
;        4 Fundamentalism
;        5 Republic
;        6 Democracy
;
@TERRAIN
Desert,     1,2,  0,1,0,   yes, 1, 5, 5,   yes, 1, 5,  3,  Pln,   ; Drt
Plains,     1,2,  1,1,0,   yes, 1, 5, 1,   For, 0,15,  0,  Grs,   ; Pln
Lowland,    1,2,  1,1,1,   yes, 1, 5, 2,   no,  0,10,  0,  no,    ; Grs
Forest,     2,3,  1,1,0,   no,  0, 5, 5,   no,  0, 5,  0,  Grs,   ; For
Hills,      2,4,  1,0,0,   yes, 1,10, 0,   yes, 3,10,  1,  Pln,   ; Hil
Mountains,  3,6,  0,1,0,   no,  1,10, 0,   yes, 1,10,  6,  Hil,   ; Mou
Grassland,  1,2,  1,1,0,   yes, 1, 5, 1,   no,  0, 0,  0,  Pln,   ; Tun
Savannah,   1,2,  1,1,0,   yes, 1, 5, 2,   no,  1,15,  3,  Grs,   ; Gla
Marsh,      2,3,  1,0,0,   Grs, 0,15, 6,   For, 0,15,  0,  Pln,   ; Swa
Marginal Land,1,2,  1,1,0,   yes, 1, 5, 2,   no,  0,15,  0,  Grs,   ; Jun
Ocean,      1,2,  0,0,2,   no,  0, 0, 0,   no,  0, 0,  0,  no,    ; Oce
Oasis,      1,2,  3,1,0,
Buffalo,    1,2,  1,3,0,
Grassland,  1,2,  2,1,0,
Pheasant,   2,3,  3,2,0,
Coal,       2,4,  1,2,0,
Gold,       3,6,  0,1,6,
Game,       1,2,  3,1,0,
Ivory,      2,2,  1,1,4,
Peat,       2,3,  1,4,0,
Cattle,     2,3,  1,0,4,
Fish,       1,2,  3,0,2,
Desert Oil, 1,2,  0,4,0,
Wheat,      1,2,  3,1,0,
Grassland,  1,2,  2,1,0,
Beavers,    2,3,  1,2,3,
Wine,       2,4,  1,0,4,
Iron,       3,6,  0,4,0,
Furs,       1,2,  2,0,3,
Glacier Oil,2,2,  0,4,0,
Pelts,      2,3,  3,0,4,
Sheep,      2,3,  4,0,1,
Whales,     1,2,  2,2,3,




@GOVERNMENTS
Lordship,       Baron,       Ms.
Overkingship,   Overking,    Empress
Monarchy,       King,        Queen
Theocracy,      Archbishop,  Comrade
Empire,         Emperor,     High Priestess
Electorship,    Elector,     Consul
Parliament,     Chancellor,  President

;
;   Leaders
;
;   leader, female, color, style, plural, adjective, ...
;           ...attack, expand, civilize, ...
;           ...govt, male, female...<repeat>
;
;   female:     0 = male           1 = female
;
;   color:  Color set (1 - 7)
;   style:  City style (0 - 3)
;           0 = Bronze Age
;           1 = Classical
;           2 = Far East
;           3 = Medieval
;
;   attack:     1 = aggressive    -1 = rational
;   expand:     1 = expansionist  -1 = perfectionist
;   civilize:   1 = civilized     -1 = militaristic
;
;   govt = government type for name replacement (0 = Anarchy, 6 = Democracy)
;
;   male, female = titles for leader of government
;
@LEADERS
Caesar,       Livia,               0, 1, 1, Romans,      Roman,       0,  1,  1,     1, Dictator, Dictator, 2, Imperator, Imperatrix
Hammurabi,    Ishtari,             0, 2, 0, Babylonians, Babylonian,  0,  1,  0,	2, Prince
Frederick,    Maria Theresa,       0, 3, 3, Germans,     German,      1,  1,  0,     2, Emperor, 4, Archbishop, Archbishop, 6, Chancellor, Chancellor
Ramesses,     Cleopatra,           1, 4, 0, Egyptians,   Egyptian,    0,  0,  1,     1, Pharaoh, Pharaoh, 2, Great Pharaoh, Great Pharaoh
Abe Lincoln,  E. Roosevelt,        0, 5, 3, Americans,   American,   -1,  0,  1,     4, Reverend, Reverend, 5, Speaker, Speaker
Alexander,    Hippolyta,           1, 6, 1, Greeks,      Greek,       0,  1, -1,     6, Prime Minister, Prime Minister
Mohandas Gandhi,Indira Gandhi,       0, 7, 2, Indians,     Indian,     -1, -1,  0,     2, Maharaja, Maharaja,
Lenin,        Catherine the Great, 1, 1, 3, Russians,    Russian,     1,  0, -1,     2, Czar, Czarina, 4, Patriarch, Matriarch
Shaka,        Shakala,             0, 2, 0, Zulus,       Zulu,        1,  0,  0,
Louis XIV,    Joan of Arc,         0, 3, 3, French,      French,      1,  1,  0,
Montezuma,    Nazca,               0, 4, 0, Aztecs,      Aztec,       0, -1,  1,
Mao Tse Tung, Wu Zhao,             0, 5, 3, Chinese,     Chinese,     0,  0,  0,	2, Duke
Henry VIII,   Elizabeth I,         1, 6, 3, English,     English,     1,  1,  0,
Genghis Khan, Bortei,              0, 7, 3, Mongols,     Mongol,      0,  0,  0,	2, Grand Duke
Cunobelin,    Boadicea,            1, 1, 0, Celts,       Celtic,      1,  1, -1,     2, High King, 4, Druid, Druid
Tokugawa,     Amaterasu,           0, 2, 2, Japanese,    Japanese,    1, -1, -1,     2, Shogun, Shogun, 6, Prime Minister, Prime Minister
Canute,       Gunnhild,            1, 3, 3, Vikings,     Viking,      1,  1,  0,     1, Warlord, Warlord
Philip II,    Isabella,            1, 4, 3, Spanish,     Spanish,     0,  0,  0,
Xerxes,       Scheherezade,        0, 5, 0, Persians,    Persian,     0, -1,  0,     2, Shah, Shah,  4, Ayatollah, Ayatollah
Hannibal,     Dido,                0, 6, 1, Carthaginians,Carthaginian, 0,  0, -1,
Sitting Bull, Sacajawea,           0, 7, 0, Sioux,       Sioux,       0,  0,  0,     1, Chief, Chief, 2, Great Chief, Great Chief

Saladin,    ...,     0, 5, Arabs,       Arab,        1,  0,  1,     4, Ayatollah, Ayatollah, 2, Sultan, Sultana
Atawallpa,  ...,     0, 1, Incas,       Inca,       -1,  1,  1,



;
;   Trading Commodities
;
@CARAVAN
Hides,
Wool,
Beads,
Cloth,
Salt,
Coal,
Copper,
Dye,
Wine,
Silk,
Silver,
Weapons,
Gems,
Gold,
Fish,
Parchment,


@ORDERS
Fortify,            F
Fortified,          F
Sleep,              S
Build Fortress,     F
Build Road,         R
Build Irrigation,   I
Build Mine,         m
Transform,          O
Clean Pollution,    p
Build Airbase,      E
Go to,              G


@DIFFICULTY
Chieftain
Warlord
Prince
King
Emperor
Deity

@ATTITUDES
Worshipful
Enthusiastic
Cordial
Receptive
Neutral
Uncooperative
Icy
Hostile
Enraged













